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  #311  
Old July 2nd, 2001, 11:04 PM
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Default Re: A pirates life for me...

quote:
Also when I begin a game I get numerous other errors when I tried to let the computer auto generate players.
Sorry. The randomly generated AIs do not work. They need to have the racial trait "Normal", or they end up acting like one-planet neutrals.
To fix this problem, players would have to download completely new AIs, and I don't want to have to do that.
I am creating an AI patcher program to deal with the new propusion system in P&N v2.0, so I might as well have it patch the racial trait choices too.

That is why I included the EMPs for races, which includes that racial trait. I believe I fixed that drop pod bug already, but I'll check.
And any comments or suggestions would be appreciated.

------------------
The latest Pirates & Nomads.
-<Download V1.6>-
-<Download compatible EMPs>-
Visit My Homepage

[This message has been edited by suicide_junkie (edited 02 July 2001).]
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  #312  
Old July 3rd, 2001, 06:13 AM

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Default Re: A pirates life for me...

I just started to try your mod.
Good work it�s a new interesting way of playing even for an experienced player.
For my first game I used a nomad race, this negative maintenance was disconcerting at first, but then I realized that the negative values in maintenance cost in the empire status window meant they were actually subtracting a negative number, what is to add.
I took explored with my fist small space yard frigate until I found a nice nebulae system. Then I went to a quiet corner and just started to built a lot of resource ships and stations. Now I have a good number of them, have explored a little and contacted some friendly empires and made treaties so they share some of their research points with me. I�m starting to assemble a fleet of light cruisers and light carriers (I�ve seen other empires using battle cruisers by now).
Aren�t nomads too powerful?
I don�t see why I can�t go on building more and more resource bases there, so in time I will have access to unlimited resources. I believe that in the long run, even if I still have primitive tech I�ll be able outnumber and easily defeat any �normal� empire while my hidden production bases will never be attacked.

On another note, why don�t you post the complete mod tree, that is the directory, the path.txt and all directories inside including data, savegame and empires (to be able to save them without mixing them with the default game ones), and even a pictures\races and pictures\raceneutral (these cannot be added manually) and put modified AI files there. Adding the �regular� race advantage isn�t too difficult, I vote for adding all 20 original races and 6 original neutrals + a few custom races if you want.
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  #313  
Old July 3rd, 2001, 02:04 PM
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Default Re: A pirates life for me...

quote:
For my first game I used a nomad race, this negative maintenance was disconcerting at first, but then I realized that the negative values in maintenance cost in the empire status window meant they were actually subtracting a negative number, what is to add.
Was this under SE4 v1.45? MM changed some of the hardcode regarding maintenance, so I was a little worried about the nomads.

quote:
Aren�t nomads too powerful?
I don�t see why I can�t go on building more and more resource bases there, so in time I will have access to unlimited resources. I believe that in the long run, even if I still have primitive tech I�ll be able outnumber and easily defeat any �normal� empire while my hidden production bases will never be attacked.
Against AIs, you are not at all likely to be attacked militarily. You may become the victim of AI intel attacks, though.
Against a human player, you will find that the nebula you're hiding in may suddenly become a black hole .

quote:
On another note, why don�t you post the complete mod tree, that is the directory, the path.txt and all directories inside including data, savegame and empires (to be able to save them without mixing them with the default game ones)
I didn't realize that the savegame & Empires folders would work that way.

quote:
pictures\races and pictures\raceneutral (these cannot be added manually) and put modified AI files there
Any idea why you can't just right-click and say "newfolder"? It should be easy to add. Perhaps I will make a P&N v1.7 to include all of these suggestions in a Version without the extreme changes to the game that v2 has...

quote:
I believe I fixed that drop pod bug already, but I'll check.
I guess I'll just have to upload the zip file again.

------------------
The latest Pirates & Nomads.
-<Download V1.6>-
-<Download compatible EMPs>-
Visit My Homepage
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  #314  
Old July 6th, 2001, 04:11 PM

Andr�s Andrés is offline
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Default Re: A pirates life for me...

quote:
Originally posted by suicide_junkie:
Was this under SE4 v1.45? MM changed some of the hardcode regarding maintenance, so I was a little worried about the nomads.


v1.41, unless there's a new patch or you're a beta tester, that's Last Version

quote:
Originally posted by suicide_junkie:

Against AIs, you are not at all likely to be attacked militarily. You may become the victim of AI intel attacks, though.
Against a human player, you will find that the nebula you're hiding in may suddenly become a black hole .


I'm playing against the AI, but that sounds like a good strategy.

[This message has been edited by Andr�s Lescano (edited 06 July 2001).]

[This message has been edited by Andr�s Lescano (edited 06 July 2001).]
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  #315  
Old July 6th, 2001, 05:59 PM
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Default Re: A pirates life for me...

quote:
v1.41, unless there's a new patch or you're a beta tester, that's Last Version
Oops. you're right. Did the Nomads work properly for you under the latest public patch (1.41)?

------------------
The latest Pirates & Nomads.
-<Download V1.6>-
-<Download compatible EMPs>-
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  #316  
Old July 7th, 2001, 06:31 AM
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Default Re: A pirates life for me...

Installation:
1) Create a modfolder within your SE4 folder.
2) extract "Pirates&NomadsV2.0.zip" into the modfolder
3) Change your "path.txt" to point to your new modfolder
4) When creating your own race, choose one of "Regular", "Pirate" or "Nomadic".
If you choose "Pirate", also select characteristics of -9% reproduction, -50% environment resist, -50% trade, and -50% physical strength (ground combat).
These characteristics will ensure you have a truly "piratey" adventure!

EMPs
I haven't created any EMPs for the AIs yet, you'll just have to start random games and save the empires yourself.

Those with Modded AIs
A few clicks of my AI patcher can get your race working with P&N v2, even v1, or the original Pirates Mod (no nomads).
You'll naturally want to tweak it, but the patcher can save you the boring work.

Notes
- Big changes to propulsion, folks... keep a close eye on the speed readout as you design your ships, or you may get a nasty surprise when you try to move your ship! Bigger ships require more engines to move.
- Relating to the above, radioactives are now just as important as minerals, and organic races make use of all three fairly equally.
- Again relating to the propulsion thing, Solar Sails now provide standard movement, not bonus. They are somewhat slower than engines, but they do not waste any supplies. You can make sailing ships go pretty much as fast as you want, at the expense of usefulness.
- Phased Weapons have changed bigtime! Researching phased weapons will get you nothing on its own. Research energy pulse, torpedos, and/or missiles to get phased firepower.
- Accuracy bonuses for weapons are now shown as an ability!
- "Living ships" racial trait gives you new command & control components.
- Phased planetary shields are back! V1.41 P-MPSGs worked! Unfortunately, I couldn't get them to regenerate.
- Mine warheads come in come new types, including Ion, Tachyon, and Null-space!
- Mental Singularity generator now has a Quad2shields damage type.
- Ramming warheads have a Quad2Shields damage type.
- BattleMoons!!! What would you do with 10MT of space? Conveniently impervious to allegiance subverters (but not Boarding Parties), and the size of a small moon. Core mounts for this beast increas a weapon's size 50 times! Ever wanted to see a deathstar-style beam blow away a planet? Try a Core-Mount WaveMotionGun! WOooOOM! 11,000 damage to your target! Heehee Massive mount guns seem SO wussy now.
Bwa hahaaha!.
Do watch out for the loan sharks, cause one of these will cost you a fortune in addons.
At least the shipyard worker's union will be happy about a 5-year guarantee of job security .
- Whew! Also, there are a lot of goodies that have shown up not-so-recently, and were included in P&N v1.6, such as crossover racial techs. Take two or more at the same time, and get extra cool stuff!

If you find any bugs, please mention them in these forums, and I'll get squashin'.

Enjoy! - Nick Dumas

------------------
The latest Pirates & Nomads.
-<Download V1.6>-
-<Download compatible EMPs>-
Visit My Homepage
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  #317  
Old July 9th, 2001, 06:18 PM
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Default Re: A pirates life for me...

quote:
Originally posted by suicide_junkie:
-BattleMoons!!! What would you do with 10MT of space? Conveniently impervious to allegiance subverters (but not Boarding Parties), and the size of a small moon. Core mounts for this beast increas a weapon's size 50 times! Ever wanted to see a deathstar-style beam blow away a planet? Try a Core-Mount WaveMotionGun! WOooOOM! 11,000 damage to your target! Heehee Massive mount guns seem SO wussy now.
Nick Dumas



Hmmmm.... I wonder if you can put Ringworld & Sphereworld components in those battlemoons... might be nice to build that stuff at a planetary shipyard & then move to an appropriate star...
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  #318  
Old July 9th, 2001, 06:30 PM
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Default Re: A pirates life for me...

Well, yes. Yes you could. You could put 4 ring/sphere components on the moon, and still have enough space for engines to move (400Kt). You end up with 1600Kt to put towards shields or cloaking or whatever.

It would be just a tad expensive though, and you lose the battlemoon when you finish the ringworld/dyson sphere.

------------------
The latest Pirates & Nomads.
-<Download V1.6>-
-<Download compatible EMPs for P&N v1.6>-
-<Easy to Use AI Patcher for any of SJ's mods>-
Visit My Homepage
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  #319  
Old July 9th, 2001, 06:51 PM

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Default Re: A pirates life for me...

Are we all quite happy to be in a post that's this big? Yes, no? probably.

Anyway, I'm about to test out this mod, :-d
If I like it, can I host it? I'll probably write a nice review too. . .

- John http://universalshipyards.tripod.com
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  #320  
Old July 9th, 2001, 06:52 PM

Markavian Markavian is offline
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Default Re: A pirates life for me...

Are we all quite happy to be in a post that's this big? Yes, no? probably.

Anyway, I'm about to test out this mod, :-d
If I like it, can I host it? I'll probably write a nice review too. . .

- John http://universalshipyards.tripod.com
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